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Thread: FINAL SS RR/RC COMPILATION ***AUGUST 13***

  1. #21

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Ah OK. You could continue your present campaign with 'final beta', the changes in the 'FINAL' version are quite small:
    -New BAI
    -Some new code around possible crash during Teutonic emergence
    -STRATWATER by davide.cool
    -further stat updates
    -some Ghazis available in Anatolia even without a crusade
    -religious conversion slowed
    -Updated Mongol and Timurid economy

  2. #22

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    The pastel effect of the new STRATWATER is really dulling on the campaign map. Is there a simple way to revert to the old, more vibrant waters PB?
    Wealth beyond measure, Outlander.

  3. #23

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Yes, delete folder data\terrain\aerial_map\sea

    Then rename folder data\terrain\aerial_map\sea_bak to data\terrain\aerial_map\sea

  4. #24

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Quote Originally Posted by Point Blank View Post
    Yes, delete folder data\terrain\aerial_map\sea

    Then rename folder data\terrain\aerial_map\sea_bak to data\terrain\aerial_map\sea
    Awesome, thanks PB!
    Wealth beyond measure, Outlander.

  5. #25
    Fred Putz's Avatar Ordinarius
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    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Hi PB, thank you for updating RR/RC.

    Now - with this "final" version of it I try to translate it into german and downloaded the "complete" Package. When I started my work i saw that many of the textfiles - I guess the ones that should be new - are older than the ones in the 21 March Version. Only the smaller Update Package contains the new files. And there are some Files in this Update Package which are not in the big file - e.g. descr_faction_standings.txt in the Data_Campaigns_1370_1450 folder. Erm - should it be that way? And sorry for my bad english.
    German Translation for Stainless Steel
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  6. #26

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Was the 1204 Crusade removed?

  7. #27

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Yes.

    Fred Putz: might be best to do a full re-install. The files in latest update are the correct ones.

  8. #28
    Centenarius
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    Hellas
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    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    PB i have found a bug that needs fixing.
    Williams Wallace army has to be renewed cause it still has 4 units of higland rabble while it should have 4 peasent infantry.
    check this and you will see i am right






  9. #29

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Ah yes, in the BGR Late Era campaign only, thanks.

  10. #30

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    PB: I did some changes to the unit info of dismounted norman knights of Sicily and Templar zweihanders of Jerusalem, to make them match the units better. If you'd like to use. Attachment 103688

  11. #31

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Quote Originally Posted by k/t
    Highland Rabble were removed. Maybe PB forgot to change the scripted army of Wallace to include the new peasants instead of the Rabble.

    Check whatever file governs such events (maybe campaign_script.txt; or maybe there's a an event file; anyway, it should be in the data folder) and see if I am right.

    Speaking of "Cathar Heretic of Bulgaria"...once I had "Peter Bulgaria of Bulgaria".

    Edit: Ok, in the campaign_script.txt there's a wallace_spawned script. The army that's supposed to be created includes 4 Highland Rabble units (I'm still using the March patch). If yours does too, try changing "Highland Rabble" to whatever the name of the new peasant unit is (check the EDU for that). See what happens.

    Quote Originally Posted by Andrew1994 View Post
    PB i have found a bug that needs fixing.
    Williams Wallace army has to be renewed cause it still has 4 units of higland rabble while it should have 4 peasent infantry.
    check this and you will see i am right
    Yeah, it was all you...

  12. #32

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    is this compatible for SS 6.3?
    CoW is better than Third Age, but i can't change nick now!

  13. #33

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    No

  14. #34

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    so are you working on the new one?
    CoW is better than Third Age, but i can't change nick now!

  15. #35

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Afaik he is working on ThirdAge atm, ThirdAgeFan.

  16. #36

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    He is waiting to see how 6.3 is received and for bugs to be fixed, then once that's settled and he's done with TA 2.1, he will tackle 6.3.

  17. #37

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    Right Ideally, 6.3 will be the new standard, but the RR/RC in 6.3 are 10 months old, so I think the most likely way forward is a patch that goes over the top of 6.3. I need to talk to Gracul, but I've been spending more time at TATW as people have said.
    Last edited by Point Blank; August 20, 2010 at 11:32 AM.

  18. #38

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    I'm looking forward to the new version of RC/RR for TATW and SS

  19. #39

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    What do we do if we have the old one with 6.2? Do we have to reinstall it and take it all the way back to 6.1?

  20. #40

    Default Re: FINAL SS RR/RC COMPILATION ***AUGUST 13***

    The old what? If you already had 6.2 RR/RC installed, run the August update over it.

    Where is the limited activities script in the August 13 update? I don't like not being able to destroy a building after taking a city. Building, taxing and retraining shouldn't be possible, but razing buildings should be. Is there anything I can delete to enable destruction, or do I have to delete the whole thing? And where is it? I found the Assimilation script, and in it for each city there are instructions for turmoil, but what about building?

    I like the idea of certain regions being harder to convert, but does all this scripting add to end-turn times?

    The AI's stakes still pop-up unexpectedly?

    And what does the "AI reinforcements" script do?
    Last edited by k/t; August 28, 2010 at 06:28 PM.

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